Orks
Speedwaaagh!
Detachment Rules
Turbo Boostas
Enhancements
Kustom Shokk Box
10 ptsObtained from a Big Mek for a veritable fortune of teef, this device incorporates a shokk‑boosta that enables a Warboss and their steed to take potentially deadly shortcuts through the Warp.
- DEFFKILLA WARTRIKE* model only. Each time the bearer uses its turbo, its unit can move horizontally through terrain features.
Dakkamek
25 ptsMekboyz with a penchant for overwhelming firepower can always get some more dakka out of a vehicle’s guns.
- MEK* model only. Each time the bearer uses its Mekaniak ability, until the start of your next Command phase, ranged weapons equipped by the selected Vehicle model have the [RAPID FIRE 1] ability.
Supa-Burny Fuel
15 ptsThe highly volatile, Mek‑brewed fuel that powers this Wartrike emits particularly large and exceptionally deadly gouts of flame.
- DEFFKILLA WARTRIKE* model only. Change the Attacks characteristic of the bearer’s killa jet – burna weapon to 3D6, and change the Attacks characteristic of the bearer’s killa jet – cutta weapon to 3.
Master Meknologist
20 ptsA talented gunsmith, even by the standards of his Big Mek rivals, this Ork reserves the finest of his creations for personal use.
- BIG MEK* model only. Improve the Ballistic Skill characteristic of the bearer’s ranged weapons by 1.
Stratagems
Your Turn
On Da Move
1 CPSpeed Freeks live for the thrill of high‑octane warfare, rarely letting their feet off the accelerator, even in the most furious fighting.
Your Movement phase.
One ORKS unit from your army that has not been selected to move this phase.
Until the end of the turn, your unit is eligible to shoot and declare a charge in a turn in which it Fell Back or Advanced (unless it used its turbo this turn).
Mobile Dakkastorm
1 CPNo self‑respecting Speed Freek stops to aim. Instead, they fire on the move, concentrating hails of dakka on their chosen targets.
Your Shooting phase, just after a Speed Freeks or Trukk unit from your army has shot.
That SPEED FREEKS or TRUKK unit.
Select one enemy unit hit by one or more of those attacks (excluding attacks made with Indirect Fire weapons). Until the end of the phase, each time a model in a SPEED FREEKS or TRUKK unit from your army makes an attack that targets that unit, improve the Strength characteristic of that attack by 2.
Speshul Ammo
1 CPThough the cost in teef is high, Mek‑crafted speshul ammunition always comes in handy when taking on big targets.
Your Shooting phase.
One ORKS unit from your army that has not been selected to shoot this phase.
Until the end of the phase, ranged weapons equipped by models in your unit (excluding Torrent weapons) have the [ANTI‑MONSTER 4+] and [ANTI‑VEHICLE 4+] abilities.
Ded Killy Construction
1 CPFitted with jagged ploughs, spiked tyres and steel bars, Ork vehicles are potent weapons in their own right.
Your Fight phase.
One SPEED FREEKS or TRUKK unit from your army that has not been selected to fight this phase.
Until the end of the phase, melee weapons equipped by models in your unit have the [LANCE] ability and, if your unit made a Charge move this turn, until the end of the phase, add 1 to the Damage characteristic of those weapons.
Opponent's Turn
Dust Trails
1 CPLarge formations of Ork vehicles throw up columns of dust and clouds of smoke. These combine to shroud and obscure them as they thunder across the battlefield.
Your opponent’s Shooting phase, just after an enemy unit has selected its targets.
One ORKS unit from your army that was selected as the target of one or more of the attacking unit’s attacks.
Until the end of the phase, your unit has the Benefit of Cover.
Evasive Manoova
1 CPThe wiliest Speed Freeks see no shame in running away, especially when they can always come back and have ’annuva go.
End of your opponent’s Fight phase.
- SPEED FREEKS* or TRUKK unit from your army that is not within Engagement Range of one or more enemy units.
Remove your unit from the battlefield and place it into Strategic Reserves.